OVMS3-idf/tools/unit-test-app/components/test_utils/test_runner.c
Ivan Grokhotkov 6091021e83 unity: separate common and IDF specific functionality
New unity component can be used for testing other applications.
Upstream version of Unity is included as a submodule.
Utilities specific to ESP-IDF unit tests (partitions, leak checking
setup/teardown functions, etc) are kept only in unit-test-app.
Kconfig options are added to allow disabling certain Unity features.
2018-11-19 12:36:31 +08:00

127 lines
4 KiB
C

// Copyright 2016-2018 Espressif Systems (Shanghai) PTE LTD
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include <stdio.h>
#include "esp_heap_caps.h"
#include "freertos/FreeRTOS.h"
#include "freertos/task.h"
#include "unity.h"
#include "test_utils.h"
#ifdef CONFIG_HEAP_TRACING
#include "esp_heap_trace.h"
#endif
static size_t before_free_8bit;
static size_t before_free_32bit;
/* Each unit test is allowed to "leak" this many bytes.
TODO: Make this value editable by the test.
Will always need to be some value here, as fragmentation can reduce free space even when no leak is occurring.
*/
const size_t WARN_LEAK_THRESHOLD = 256;
const size_t CRITICAL_LEAK_THRESHOLD = 4096;
static void unity_task(void *pvParameters)
{
vTaskDelay(2); /* Delay a bit to let the main task be deleted */
unity_run_menu(); /* Doesn't return */
}
void test_main()
{
// Note: if unpinning this task, change the way run times are calculated in
// unity_port_esp32.c
xTaskCreatePinnedToCore(unity_task, "unityTask", UNITY_FREERTOS_STACK_SIZE, NULL,
UNITY_FREERTOS_PRIORITY, NULL, UNITY_FREERTOS_CPU);
}
void unity_reset_leak_checks(void)
{
before_free_8bit = heap_caps_get_free_size(MALLOC_CAP_8BIT);
before_free_32bit = heap_caps_get_free_size(MALLOC_CAP_32BIT);
#ifdef CONFIG_HEAP_TRACING
heap_trace_start(HEAP_TRACE_LEAKS);
#endif
}
/* setUp runs before every test */
void setUp(void)
{
// If heap tracing is enabled in kconfig, leak trace the test
#ifdef CONFIG_HEAP_TRACING
const size_t num_heap_records = 80;
static heap_trace_record_t *record_buffer;
if (!record_buffer) {
record_buffer = malloc(sizeof(heap_trace_record_t) * num_heap_records);
assert(record_buffer);
heap_trace_init_standalone(record_buffer, num_heap_records);
}
#endif
printf("%s", ""); /* sneakily lazy-allocate the reent structure for this test task */
get_test_data_partition(); /* allocate persistent partition table structures */
unity_reset_leak_checks();
}
static void check_leak(size_t before_free, size_t after_free, const char *type)
{
if (before_free <= after_free) {
return;
}
size_t leaked = before_free - after_free;
if (leaked < WARN_LEAK_THRESHOLD) {
return;
}
printf("MALLOC_CAP_%s %s leak: Before %u bytes free, After %u bytes free (delta %u)\n",
type,
leaked < CRITICAL_LEAK_THRESHOLD ? "potential" : "critical",
before_free, after_free, leaked);
fflush(stdout);
TEST_ASSERT_MESSAGE(leaked < CRITICAL_LEAK_THRESHOLD, "The test leaked too much memory");
}
/* tearDown runs after every test */
void tearDown(void)
{
/* some FreeRTOS stuff is cleaned up by idle task */
vTaskDelay(5);
/* We want the teardown to have this file in the printout if TEST_ASSERT fails */
const char *real_testfile = Unity.TestFile;
Unity.TestFile = __FILE__;
/* check if unit test has caused heap corruption in any heap */
TEST_ASSERT_MESSAGE( heap_caps_check_integrity(MALLOC_CAP_INVALID, true), "The test has corrupted the heap");
/* check for leaks */
#ifdef CONFIG_HEAP_TRACING
heap_trace_stop();
heap_trace_dump();
#endif
size_t after_free_8bit = heap_caps_get_free_size(MALLOC_CAP_8BIT);
size_t after_free_32bit = heap_caps_get_free_size(MALLOC_CAP_32BIT);
check_leak(before_free_8bit, after_free_8bit, "8BIT");
check_leak(before_free_32bit, after_free_32bit, "32BIT");
Unity.TestFile = real_testfile; // go back to the real filename
}